For me the single biggest issue, taking in to account all of the “OP hunters” and “OP monsters”, is that people continue to be put in to matches where skill level wildly varies between sides. This would be fine if it was a league and it was accepted that some people are weaker than others, but in general it’s not a league, it’s not a competition. Quickplay, certainly, is the equivalent of a kick about in the park, shooting some hoops with friends. The guy that turns up and is a show off about his skills, rather than toning it down and enjoying the social element of sport with his mates is one that isn’t asked to join in again very often.
Once upon a time I suggested dynamic benefits for hunters or monsters that were under-performing and I still see it as something that could improve the overall experience. I’ve never seen anyone (that wasn’t a dick) complaining about a close game. Complaining about cheese tactics and such, sure, but never a well fought close game.
Note: What I’m talking about here would only be possible in Quickplay, when I first suggested it I made it clear then as I do now… Ranked should be where you go for a fair fight between actually matched individuals. Quickplay, on the other hand, is fair game… it’s just playing the game.
It’s not a simple fix, and like most QoL fixes I’m sure that while it sounds like a simple idea it’s absolutely too complicated to implement… but if you want people to keep playing after picking it up then giving them a boost if they’re a weak sauce monster player, or giving the monster a dynamic nerf if the hunters don’t know how to dodge, it makes the fights seem fairer and makes the result more exciting.
Like I say, not easy, and will offend the sensibilities of anyone that enjoys pub stomping on quickplay (Yes, I don’t understand how you derive fun from wrecking a bunch of randoms, no I don’t care that you think you’re any more right than I am in what “fun” means, lets leave it at that). But I reckon for the majority it would give Evolve a much sweeter taste for players who will see things as within their grasp to do better at next game, rather than feeling that absolutely nothing will work and that the game is “unbalanced”, which it is quite simply not for the large part.
But some specifics:
Kraken: Reduce the pounce distance
Goliath: Allow goliath to break or at least pass through clearly small items when traversing/leaping
Behemoth: As others have said, visualise the rock wall if possible, even if it’s just an arced semi-opaque plane
Griffin: Stop wraith from being able to move so far while harpooned (during abilities mainly)
Hunters: Better “I’m in a reload/unavailable state” visualisations of weapons. Gobi being on my arm and unavailable is torture!
Hunters: The recent suggestion here on the forums to put deployables UI on the screen somewhere somehow and/or give deployables a little floating symbol like with Emets health beacon if possible for hunters only
Emet: Do something to help the respawn beacon not feel like it’s only going to work if the monster is dumb or has already lost so much health they’re probably going to lose just by taking fire to destroy the beacon
Bucket: Some more improvements to vertical movement of the UAV
Monsters: Better indication of whether you’ve downed someone, I find myself getting caught out a lot when thinking I’ve downed someone only for them to be up and without a strike (no laz) shortly after
Monsters: Anything that can be done to stop the monsters feeling sluggish at stage 3, primarily Goliath and his fall speed related I imagine.
Cabot: That dust tag needs some optimisation, it’s the only thing that absolutely screws my FPS in to the ground
UI: Add in what perks everyone has selected on the hunter team for other hunters to see when you tab. The abilities description is great, show what everyone else has as their perk as well!
UI: Did we ever get the option to move the “toasts” to a different corner if we wanted? Was it ever said it can’t be done?
Hunters: Can anything be done about the tediously slow crawl up a cliff face?